Blood Sorcery

Leofwyn

Mongoose
I have been toying with the idea of a sword and sorcery setting for RQ2. I want all magic to be sorcery simular to what is in the core book which in and of itself seems simple enough. However, I want to have reasons for all these sorceror's sacrificing captives - anyone ever came up a system for this or anything in the game settings that lends itself to this? (I only have the corebooks)
 
Necromantic Arts has some pretty good rules, albeit you kinda have to comb through them to make sure they are ok mechanics wise.

The reason for the sacrifice is obvious. With permanent MP fueling spells, the sacrifice provides those points, and it can increase the spells duration.

The same could be applied to the crazy, conan-esque sorcerer summoning the demon ;)
 
Leofwyn said:
I have been toying with the idea of a sword and sorcery setting for RQ2. I want all magic to be sorcery simular to what is in the core book which in and of itself seems simple enough. However, I want to have reasons for all these sorceror's sacrificing captives - anyone ever came up a system for this or anything in the game settings that lends itself to this? (I only have the corebooks)
The forthcoming Blood Magic book covers precisely this type of thing and in fact it even has a chapter titled 'Blood Sorcery', with narrative examples written in a deliberate S&S style. However although the manuscript has been submitted, I don't know exactly when it will be released yet.
 
Back
Top